Depora Azrinae

Koritylija's page

526 posts. Alias of Troy Malovich.


Full Name

Koritylija (KOR-ih-ty-LEE-uh)

Race

Drow

Classes/Levels

Urban Pugilist Barbarian 3/Battle Oracle 2 (AC: 21 [T: 14 /FF: 18] +1 dodge w/ crowd control ; HP: 55/55 [Rage 65/65] 0 NL; F+5, R+5, W+8 (+10 vs Enchantment); Init: +3 x2; Perc: +10)

Gender

Female

Size

6' 1", 155 lbs

Age

125

Special Abilities

SR 11; Rage/Controlled Rage (9/9 rds); Crowd Control; Savage Grapple; War Sight

Alignment

Chaotic Neutral

Location

Katapesh

Languages

Elven, Undercommon, Common

Occupation

Freed Slave

Strength 16
Dexterity 17
Constitution 13
Intelligence 8
Wisdom 14
Charisma 14

About Koritylija

[ooc]Perception [dice]1d20+10[/dice]
Stealth [dice]1d20+9[/dice]
(+2 in Rocky or Hilly areas)

Basics:
AC: 21 (+1 dodge bonus if adjacent to 2+ enemies)
Touch: 14 Flat: 18
CMD: 21 (24 vs. Grapple)

HP: 55/55 (dead at -13)

BAB: +4
CMB: +7 (+10 Grapple)
Fort: +5
Ref: +5
Will: +8 (+10 vs Enchantment)

Init: +3 (rolled twice)
Speed: 15'

Racial traits:
Immunities: immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: possesses SR 6+class level.
Keen Senses: +2 racial bonus on Perception.
Poison Use: skilled in the use of poisons and never risks accidentally poisoning herself.
Spell-Like Abilities (Su): can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as caster level.
Surface Infiltrator: gain low-light vision, allowing her to see twice as far as humans in conditions of dim light.

Class Features:
Crowd Control (Ex): gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
Savage Grapple (Ex): She takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded.
Pit Fighter: She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). Grapple/CMD
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result.
RAGE (Ex): She can rage for 4+ her Con mod rds/day. Each level after 1st, she can rage for 2 add'l rds. Temp increases to Con, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that she can rage/day. She can enter or end her rage as a free action and is fatigued after rage for a number of rounds equal to 2x # of rds spent in the rage. She cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If she falls unconscious, her rage immediately ends, placing her in peril of death.
Controlled Rage (Ex): Instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
Normal Rage (Ex): She gains a +4 morale bonus to her Str and Con, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 to AC. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day.

Feats and Traits:
Feats
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Two-weapon Fighting: Penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.

Traits
Earning Your Freedom: Choose one of the three categories of saving throw (Fortitude, Reflex, or Will); you gain a +1 trait bonus on all saving throws of that type.
Silent Hunter : You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Basic Attacks:
+1 to hit if adjacent to 2+ enemies
+1 Longsword: +8, 1d8+4 damage, crit 19-20/x2, Slash
Unarmed Strike: +8, 1d3+4 damage, crit x2, Blunt
+1 Spiked Breastplate: +7, 1d6+3 damage, crit x2, Pierce
MW Comp Longbow (range 110'): +8, 1d8+3, crit x3, Pierce

Skills (*trained):
+5 Acrobatics[c]**
-1 Appraise
+2 Bluff
+0 Climb[c]
-3 Craft[c]
+2 Diplomacy[c]
+2 Disguise
+0 Escape Artist
+0 Fly
+2 Heal
+8 Intimidate[c]***
-1 Knowledge (Local)[c]
-1 Knowledge (Nobility)[c]
+5 Knowledge (Religion)[c]***
+3 Linguistics[c]*
+10 Perception[c]***
+2 Perform
-- Profession[c]
+0 Ride[c]
+2 Sense Motive
+9 Stealth[c]***
+2 Survival
+0 Swim[c]

Spells:
Spells/Day: any - 0th (DC 12), 5/5 - 1st (DC 13). Concentration +4.
Spells Known:
0th - (4) Create Water, Guidance, Light, Purify Food and Drink, Resistance.
1st - (3) Cure Light Wounds, Enlarge Person, Remove Fear, Shield of Faith.

Equipment:
Gear: 83/86 lbs
Hot Weather Outfit
+1 Spiked Breastplate [40 lbs]
+1 Longsword [4 lbs]
MW Comp Longbow - Str 3 (20 Arrows) [6 lbs]
Masterwork Backpack [4 lbs]
Waterskin (2) [8 lbs]
Whetstone [1 lb]
Trail Rations (3) [3 lb]
Bedroll [5 lbs]
Blanket [1 lb]
50' Rope [10 lbs]
Cloak of Resistance +1 [1 lb]
Amulet of Mighty Fists +1
Ring of Protection +1

Money:
PP:
GP: 31
SP: 8
CP: 8

Appearance/Personality:
Koritylija, often called Kori for short, is tall and stringy of build. Despite her somewhat willowy appearance, there is a certain tight and toned nature to her muscles that hint at a greater strength than her frame would suggest. Her stark white hair is often kept up in a ponytail set high on her crown and extending to the tops of her shoulders. Her skin is a velvety hue of violet, given a darker shading due to time spent under the Katapeshi sun. She is rarely possessed of a smile, and her eyes deliver her sneer of disdain in the off chance her mouth forgets to do so. She is not entirely an unhappy person, as much as she is very slow to trust someone. She is smart enough to know she isn't exactly the brightest bauble in the bunch, and prefers to keep things simple. The end of a blade, and unbridled fury are pretty simple as far as she's concerned, but her years as a slave have taught her that sometimes tempering her anger can be helpful.

Background:
Kori was born the fifth child of five, in a minor drow family of the city of Blackstrand. Having two older sisters, and brothers, meant that she wasn't expected to fulfill any special purpose for the family. With all their attention on the others, she was just left to the basics of being raised in a drow household. When they realized she was somewhat of a slow learner as well, they just left her to the weapon master in hopes that he could find purpose for her. When a squabble between her family and that of another house, House Celindrix, found her family defeated, she was taken as a slave by the winning house. As a merchant house Celindrix sold her off, and she traded hands a few times within the Darklands itself, before she found herself in the posession of a surface dweller.

Given the prevalence of the use of slaves in certain lands, it wasn't long before she wound up in Katapesh. With the city's high trade in the exotic, she was a prize often changing hands. Regardless of where she went, she held the firm belief that as a drow woman, she was still superior to all the men that had owned her. It was this attitude that often got her into trouble, as she would fight against her owners, or her fellow slaves. As she grew older, the time in the bright sun of the desert and her time away from the cold dark of her homeland, allowed her to finally become used to the light of the surface. Just as her vision was tempered, so was the fight in her. Through benevolent owners she was helped to focus her anger, towards those that would would do her or her masters harm, and until most recently was a bodyguard for an older mistress, an owner she could respect. The woman had died from her abuse of Pesh, and her debts to one of the Pactmasters saw Kori placed in their possession. She was working on how she would fight these owners as well, but was instead given an offer. Clear some city named Kelmarane, and earn her freedom. She considered the task even easier than running away, and decided it was worth doing. She has longed for a chance to be free since as far back as she can remember, not that she plans on returning home, as there wasn't anything there for since the day she was made a slave. The region of Katapesh does have its charm, except she really doesn't like the whole slavery thing of her people and the region, probably from being one for so long. Maybe she will do something about that, then again maybe it's just time to finally enjoy herself, she will see what the morning brings.

Koritylija
Female Drow Barbarian (Brutal Pugilist, Urban Barbarian) 3/Oracle 2
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +10
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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 deflection)
hp 55 (3d12+2d8+8)
Fort +5, Ref +5, Will +8; +2 vs. enchantments
Immune sleep; SR 11
Weakness oracle's curses (lame)
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Offense
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Speed 15 ft.
Melee +1 longsword +8 (1d8+5/19-20) and
. . armor spikes +7 (1d6+3) and
. . unarmed strike +8 (1d3+4)
Ranged masterwork composite longbow +8 (1d8+3/×3)
Special Attacks rage (9 rounds/day), rage powers (moment of clarity)
Drow Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—dancing lights, darkness, faerie fire
Oracle Spells Known (CL 2nd; concentration +4):
1st (5/day)—cure light wounds, enlarge person (DC 13), remove fear, shield of faith
0 (at will)—create water, guidance, light, purify food and drink (DC 12), resistance
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Statistics
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Str 16, Dex 17, Con 13, Int 8, Wis 14, Cha 14
Base Atk +4; CMB +7 (+9 grapple); CMD 21 (24 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike, Two-weapon Fighting
Traits earning your freedom, highlander (hills or mountains)
Skills Acrobatics +5 (-3 jump), Intimidate +8, Knowledge (religion) +5, Linguistics +3, Perception +10, Stealth +9 (+11 in hilly or rocky areas); Racial Modifiers +2 Perception, highlander (hills or mountains)
Languages Common, Elven, Undercommon
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control, mysteries (mystery [battle]), pit fighter, poison use, revelations (war sight), savage grapple, surface infiltrator, tireless rage
Other Gear +1 armor spikes breastplate, +1 longsword, masterwork composite longbow, amulet of mighty fists +1, cloak of resistance +1, ring of protection +1, backpack, masterwork, bedroll, blanket, trail rations (2), waterskin (2), whetstone, 31 gp, 8 sp, 8 cp
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Special Abilities
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Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Drow Immunities - Sleep You are immune to magic sleep effects.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Savage Grapple (Ex) Grapples always provoke AoO from you, halve grapple penalties.
Spell Resistance (11) You have Spell Resistance.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.
War Sight (Su) Take your choice of 2 initiative rolls.